Tier 17 Boss Loot Tables

Raid Finder loot is ilvl 640 in Cognefort, ilvl 650 in Fonderie des Rochenoires and is different than the other difficulties--the trinkets are not as overpowered, no tier gear drops, and different models.

Note that Kargath and Gruul appear to share loot--this is most likely a bug on Blizzard's end as the in-game journal has the same issue.

Due to the item changes on Blizzard's end consolidating all versions of an item to one ID (which the staff commonly refers to as item bonuses), we've had to do a lot of refactoring to keep everything working and polished on Wowhead. Here's some of the things we've refactored to still work with the new system:

Visit a Warlords of Draenor boss page, such as Main-Noire, to see a boss' complete loot table. If you click on the Normal, Heroic, Mythic, and LFR tabs, you will only see loot appropriate for that difficulty. Even though the Normal, Heroic, and Mythic tabs all link to the same item, we've modified it so you're seeing the appropriate ilvl version and are taken to the correct version when you click on it. For example, visiting an item page via the Mythic tab will open the ilvl 695 version of that item.

On an item's page, you can click the "Item Bonuses" section underneath the tooltip to modify the difficulty associated with an item. This also works for dungeon loot.

The Compare and View in 3D tool load the version of the item you have selected on the page. Normal, Heroic, and Mythic have different colors with Mythic gear being the most elaborate.

Highmaul is the seat of power for the Gorian Empire, the ogre civilization that ruled Draenor for generations, until the arrival of the draenei. A massive city that belies the ogre reputation for brutish stupidity, Highmaul is full of bustling markets, wealthy nobles, and the roar of the Coliseum crowd echoing through the streets of the slums. Visible from everywhere within the city's walls, Imperator Mar'gok's citadel casts a long shadow, a reminder of his watchful eye and iron grip.

Kargath Bladefist

Kargath Bladefist, Warlord of the Shattered Hand, honed his brutal skills as a slave in the ogres' gladiatorial games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired "champions." Fueled by rage, Kargath tore off his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he returns to the arena to teach you the true meaning of savagery.

Normal

Heroic

Mythic

Raid Finder

Overview: Kargath's Berserker Rush cannot be stopped until he either kills his target, or finds something else to take his anger out on.As the fight progresses, Iron Bombers and Drunken Bileslingers rain destruction from the arena stands. Players can dispatch these creatures after being tossed into the crowd by Kargath's Chain Hurl.

In Mythic difficulty, the raid must perform well to gain favor that is tracked by Roar of the Crowd. If the raid gains enough favor from Roar of the Crowd, the raid is granted increased damage dealing.

Damage Dealers:Iron Bombers and Drunken Bileslingers will continue to harass the raid from the stands until they are killed.

Healers:Kargath inflicts massive damage to the tank with his [Impale] ability.Iron Bombers inflict raidwide damage until they are killed.

Tanks:Kargath's [Impale] leaves [Open Wounds] on his target that increases the damage of consecutive Impales.

Monster's Brawl: Kargath uses Chain Hurl to toss raid members into the arena stands. Once in the stands, the raid members can attack the audience until either the Highmaul Sweeper knocks them out of the stands, or their corpse is thrown back into the arena.

Roar of the Crowd: Favor gained by performing well is tracked by Roar of the Crowd. As the raid's favor increases, they gain Crowd Favorite buffs that increase the raid's damage done. (Mythic)

In Mythic Difficulty, the Ravenous Bloodmaws are released from their pits. Setting these beasts on fire will gain favor for Roar of the Crowd.

(Normal, Mythic, Heroic)

On the Hunt: The Ravenous Bloodmaw rushes towards its prey, intent on ripping flesh from bone. (Mythic)

The Butcher

Born in the fetid Underbelly of Highmaul, this ogre may have once had a proper name, but it is long forgotten. Abused and beaten from his earliest days, the hardship only strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his days.

Normal

Heroic

Mythic

Raid Finder

Overview: The Butcher attacks relentlessly, hacking at his foes with his dual implements of destruction. His main abilities seek to target large clumps of enemies, and positioning is key to handling and overcoming his attacks.

Damage Dealers:Players in melee range must form clumps of varying sizes throughout the fight to manage the Butcher's [Cleave] and allow [Gushing Wounds] to fade.Players at range must clump in order to survive the Butcher's Bounding Cleave sequence.

Healers:Groups that are struck by [Cleave] suffer periodic damage from [Gushing Wounds], which can stack.All players in the raid suffer Physical damage when the Butcher begins his Bounding Cleave sequence.

Tanks:[Heavy Handed] causes the Butcher to attack the player closest to his current target with a copy of all of his melee attacks. These attacks can be mitigated and avoided as usual. If another player is not close enough, the second attack will trigger on the primary target.[The Tenderizer] will always hit. It cannot be dodged or parried, but it can be blocked.[The Cleaver] will only apply its damage over time effect if the attack successfully lands on its target.

Heavy Handed: All of the Butcher's standard auto attacks trigger a second attack on the next closest target within 5 yards. If no target is found, the primary target is struck again.

The Cleaver: The Butcher's Cleaver cuts its victims down to the bone, causing them to bleed profusely over time. This effect stacks.This attack will not apply its bleed component if it is avoided.

The Tenderizer: The Butcher's Tenderizer hits his current target for significant Physical damage and increases the damage taken by further attacks made with the Tenderizer by 50%This attack always hits.

Cleave: The Butcher targets the largest clump of players in melee range and strikes them for massive Physical damage. The damage is split between all targets in the clump.Victims of Cleave are afflicted with Gushing Wounds.

Bounding Cleave: When the Butcher reaches 100 Energy he begins the Bounding Cleave sequence by knocking all players back, then charging to a clump at range and cleaving targets within that clump.

Gushing Wounds: The Butcher's blade causes the victim to bleed profusely for Physical damage for 15 sec. If the victim reaches 5 stacks they will perish instantly.

Night-Twisted Cadaver: In Mythic Difficulty, Night-Twisted Cadavers will spawn and walk towards The Butcher in a final, vain attempt to slay him. When the Cadaver reaches The Butcher or when they walk near a player, they will Explode, leaving a pool of Pale Vitriol behind for the duration of the encounter. (Mythic)

Pale Vitriol: Standing in the remains of the Pale Orcs causes the player to suffer 67500 Shadow damage every second and to take 100% more damage from the Butcher's Cleave attacks.Victims are also slowed by 30%. (Mythic)

Tectus

An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintain control over this imposing force of nature.

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Heroic

Mythic

Raid Finder

Overview: Tectus cannot be killed by traditional means. He builds energy, channeling Tectonic Upheaval whenever he reaches 100. Depleting Tectus's health before the end of Upheaval shatters it into two Shards of Tectus; otherwise, Tectus heals and resumes gaining energy.Each Shard splits into four Motes of Tectus when shattered. Players must kill all eight Motes to defeat Tectus.

Tectus, The Living Mountain:While Tectus is fully formed, Night-Twisted Pale will attempt to enter the fight, empowering Tectus and attacking players.

Tectus, The Living Mountain

The Living Mountain: Tectus is unkillable as long as he is under the affects of The Living Mountain.He will periodically gain energy, with the rate of gain increasing as he loses health.The power of The Living Mountain is consumed whenever Tectus channels Tectonic Upheaval, leaving him vulnerable to shattering.

Accretion: Tectus periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks.If any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.Damaging Tectus removes stacks of Accretion.

Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.

Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.

Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.Tectus uses this ability when he reaches 25 Energy.

Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 27750 to 32250 Nature damage to all players.If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.

Gift of Earth: Creates a swirling vortex of earth in an attempt to empower Tectus.If the vortex reaches Tectus, he will gain 10 stacks of Accretion.Players may intercept the vortex - if they do, they suffer 235875 to 274125 Physical damage and are afflicted with Petrification.

Petrification: A player's skin begins to turn to stone after intercepting the Gift of Earth. A petrified players movement speed is reduced by 2%, and Tectus will absorb their petrification whenever he makes a melee attack against them, granting him stacks of Accretion and healing him.

Earthen Flechettes: Raises Earthen Flechettes from the ground, inflicting 161875 to 188125 Nature damage to all enemies within a cone in front of the caster.

Raving Assault: The Berserker is afflicted with temporary insanity, forgetting their current target, clearing all threat, and dashing towards a random player.The Berserker inflicts 68450 to 79552 Physical damage to targets caught in the path of the dash.

Shard of Tectus:When shattered, the remnants of Tectus will form two Shards of Tectus.Shards of Tectus share Tectus' abilities, but individually deal less damage.

Shard of the Mountain: Tectus is unkillable as long as he is under the effects of Shard of the Mountain.He periodically gains energy, with the rate of gain increasing as he loses health.The power of Shard of the Mountain is consumed whenever Tectus channels Tectonic Upheaval, leaving him vulnerable to shattering.

Accretion: Tectus periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks.If any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.Damaging Tectus removes stacks of Accretion.

Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.

Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.

Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.Tectus uses this ability when he reaches 25 Energy.

Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 27750 to 32250 Nature damage to all players.If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.

Mote of Tectus:When shattered, the remnants of each Shard of Tectus will form four Motes of Tectus.Motes of Tectus do not need to be shattered. Players are victorious over Tectus after they have killed all of the Motes of Tectus.

Mote of the Mountain: The Motes of Tectus can be killed outright. However, they still gain energy and will cast Tectonic Upheaval upon reaching 100 energy.

Accretion: Tectus periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks.If any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.Damaging Tectus removes stacks of Accretion.

Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.

Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.

Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.Tectus uses this ability when he reaches 25 Energy.

Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 27750 to 32250 Nature damage to all players.If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.

Brackenspore

The Iron Horde juggernaut moored in the waters beside Highmaul drew the attention of Brackenspore, ancient walker of the deep. The aquatic giant spreads fungal growth and moss in his wake, and is driven by primal instinct to eradicate any traces of civilization on Draenor.

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Heroic

Mythic

Raid Finder

Overview: Brackenspore emerges from the infested waters beneath the cliffs of Highmaul, spreading fungal growth that will engulf the beach if left unchecked. Players must use available Flamethrowers to keep Creeping Moss in check, while defeating hostile fungi that Brackenspore creates in his wake.

Tanks:Grab the attention of Fungal Flesh-Eaters as they stream in from the sea.Interrupt [Decay] which is cast by the Fungal Flesh-Eaters.

Damage Dealers:Interrupt [Decay] which is cast by the Fungal Flesh-Eaters.Intercept the damage from [Spore Shot] away from other players, to avoid splashing the damage.

Healers:Heal friendly mushrooms to full to gain their effects. Once they are healed to full they will begin to wither and die at an increasing rate. Keep them healed in order to maintain their beneficial effects.Heal Living Mushrooms to full to gain [Living Spores] in order to survive the damage caused by [Infesting Spores].

Creeping Moss: Inflicts 34125 to 35875 Nature damage every second to players and reduces their movement speed by 50%.This effect will heal fungal creatures for 2% of their health every 2 sec. (Raid Finder, Heroic, Normal)

Creeping Moss: Tangles of moss rejuvenate Fungal Spawns, regenerating 2% of their health every 2 seconds. This also increases their damage done by 50%. (Mythic)

Withering: This mushroom will wither away and die over time. The rate at which this mushroom decays increases over time.

Blackfuse Company 9000:Players may use this weapon to burn away Creeping Moss.

Flamethrower: This flamethrower will generate heat based on the duration that it is used. After use, the flamethrower requires 5 seconds of idling before it may begin to cool. It will cool off slowly over time thereafter.

Burning Infusion: Adrenaline burns in your veins, increasing your critical strike chance, multistrike chance, and haste. This effect stacks up to 15 times. Every 3 sec, an application of this aura is removed.

Twin Ogron

Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar'gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.

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Heroic

Mythic

Raid Finder

Overview: The Twin Ogron combat players while performing attacks at specific energy thresholds. At 33 energy, an Ogron uses his special weapon attack. At 66 energy, an Ogron performs a large shout. Finally, at 100 energy, an Ogron performs a large, raid-wide attack.As the distance between the Ogron increases, their haste increases and casting time additionally decreases, reducing the amount of time players have to react to various abilities.

Shield Charge: Charges in the direction of a distant target, inflicting Physical damage and knocking back all enemies within his path. This damage increases based on the distance traveled.Upon reaching the end of the path, he slams his shield into the ground, inflicting Physical damage to enemies within 10 yards, knocking them back.

Arcane Charge: 3 twisted, Arcane forms of the Ogron appear, mirroring the effect of Shield Charge but inflicting Arcane damage. Upon reaching the end of the charge, they perform an Arcane Slam, inflicting Arcane damage to enemies with 11 yards of their location before collapsing into nothing. (Mythic)

Pulverize: Pulverizes the ground, causing various chunks of the ceiling to slam into the ground.The first Pulverize strikes the location of all players, inflicts Physical damage to players within 3 yards.The second Pulverize strike loosens several chunks of the ceiling, which fall, inflicting Physical damage to players within 8 yards of the targeted locations.The final Pulverize loosens a massive chunk of the ceiling to fall at once, inflicting Physical damage to all players, increasing in damage the closer a player is to the point of impact.

Arcane Fragment: Manipulates an arcane fragment from several enemies, repositioning them after 3 sec and inflicting 48750 to 51250 Arcane damage to players within 5 yards upon arrival.

Enfeebling Roar: Lets forth a furious howl, increasing damage taken by 300% for 300 sec., dividing the magnitude and duration amongst all targets within 20 yards. The duration and magnitude of this effect carry over.

Arcane Volatility: Places a mark of Arcane Volatility on a target, inflicting Arcane damage to targets within 8 yards of the target after 6 sec. (Mythic)

Quake: Hurls both weapons nearby and begins to violently pound the ground, inflicting Nature damage to all players.

Blaze: Creates a pyre at a targeted location, burning nearby targets. As well, moving flames form at the pyre, traveling outward.Coming into contact with either of these elements applies Blaze to the target, inflicting 7500 Fire damage every second for 12 sec. This effect stacks.

Warming Up: Getting a grip on the current situation, the Ogron wait 10 sec before using their abilities.

Ko'ragh

Ko'ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, and was left with a near-complete immunity to all magic. Rumors abound regarding his connection to the Imperator, with some wondering why Ko'ragh would remain subservient to a sorcerer despite his unique gifts.

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Heroic

Mythic

Raid Finder

Overview: Ko'ragh is protected by a Nullification Barrier that absorbs all magic damage taken. When the barrier is removed, he activates a rune that recharges it. While recharging, one player may also absorb some of the rune's energy and receive a Nullification Barrier.As the fight progresses, an increasing amount of Overflowing Energy orbs spill from the rune and float to the ground, exploding when they land.Players who have a Nullification Barrier can catch and absorb Overflowing Energy to mitigate the amount of raid wide damage and prevent a lethal amount of damage from occurring.

In Mythic difficulty, two players may enter the rune per phase of Charging.

Healers:Focus intense healing on players absorbing [Caustic Energy] to allow them to survive the transformation.[Expel Magic: Fire] inflicts heavy raid wide damage and requires dispels to mitigate some of the damage.[Expel Magic: Shadow] absorbs all healing on the raid until it is removed.

Breaker's Strength: While Ko'ragh maintains a Nullification Barrier, his damage done is increased by 6% every 10 seconds. This effect stacks. When the barrier expires, Breaker's Strength is removed.

Charging: When the Ko'ragh's Nullification Barrier is removed, he begins to recharge. After 20 sec, the barrier is restored.

Caustic Energy: One player may enter the rune with Ko'ragh, absorbing a portion of its energy. The energy inflicts 45000 Arcane damage every second and reduces all healing received by 35% for as long as the player remains inside of the rune. This effect pierces all immunities and damage reductions.When the rune powers down, the player receives their own Nullification Barrier, proportional to the amount of time spend inside the rune. The Nullification Barrier received by players can absorb up to 15000000 Magic damage.

In Mythic difficulty, two players may enter the rune per phase of Charging.

Suppression Field: Ko'ragh strikes the ground at a player's location, inflicting 78000 to 82000 Arcane damage in an 8 yard area. In addition, a field of suppressing energy is created that silences all players and inflicts 48000 Arcane damage every second.This effect will also silence Volatile Anomalies.

Volatile Anomalies: While the Rune of Nullification is active, 3 Volatile Anomalies spawn every 8 sec.

Fire: Ko'ragh expels Fire magic inflicting 15000 Fire damage every second for 10 sec. to all players. When Expel Magic: Fire expires, it inflicts 95000 to 105000 Fire damage to all allies within 5 yards.

Expel Magic: Fel: Ko'ragh expels fel magic into 3 random players, marking them for 12 sec. When Expel Magic: Fel expires, it creates a line of fel energy between where the wearer gained this effect and where the effect expired. The fel energy persists for 1.50 min, and inflicts 95000 Fire damage to all players within it. (Mythic)

Arcane: Ko'ragh blasts a player with corrupted Arcane energy that marks their current location every 0.5 sec. for 10 sec. After 1.5 sec., the marked location explodes, inflicting 190000 to 210000 Arcane damage to all players within 5 yards. In addition, this effect increases Physical damage taken by 100%.

Frost: Ko'ragh expels an orb of Frost that inflicts 85500 to 94500 Frost damage to all players. The orb persists for 20 sec and slows movement speed of all players within 30 yards by up to 85%. The snare effect of Expel Magic: Frost decreases as a player stands farther away from the expelled orb.

Shadow: Ko'ragh expels Shadow magic, inflicting all players with a heal absorption effect that prevents up to 140000 healing received.

Overflowing Energy: Arcane energy bleeds from the rune stone, inflicting 1500000 Arcane damage to enemies it comes into contact with. If the energy reaches the ground, it explodes, inflicting 64125 to 70875 Arcane damage to all enemies.This effect pierces all immunities and damage reductions.

In Mythic difficulty, the rate that Overflowing Energy forms is accelerated.

Dominating Power: Imperator Mar'gok uses the power of the rune stone to mind control all players that come into contact with Overflowing Energy. This effect grants immunity to all Magic and is removed when the player is brought below 20% health. (Mythic)

Forfeit Power: Players mind controlled by Dominating Power attempt to forfeit 5% of their shield and give Ko'ragh 5% of his shield. (Mythic)

Imperator Mar'gok

As the grand Imperator of Highmaul, Mar'gok is descended from a long line of sorcerers who have ruled the Gorian Empire. Equal parts cunning and brutality, Mar'gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor.

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Heroic

Mythic

Raid Finder

Overview: Imperator Mar'gok assaults players with destructive Arcane magic and summons Arcane Aberrations to fight for him.When Imperator Mar'gok reaches 90%, 60% and 30% health remaining, he activates one of the runestones in his throne room, augmenting his abilities with additional effects.The runestones activated at 60% and 30% must be awakened from their dormant state. As they charge, guards arrive to defend the Imperator as Volatile Anomalies pour from the stone.

Damage Dealers:[Arcane Wrath] spreads to nearby allies.[Destructive Resonance] will inflict lethal damage if triggered.Arcane Aberrations inflict heavy raid wide damage as long as they are alive.

Healers:[Arcane Wrath] inflicts heavy damage when it expires from a target.Arcane Aberrations will inflict raid wide damage every second that they are alive.[Force Nova] inflicts heavy damage to players as it moves over them.

Tanks:[Accelerated Assault] will stack indefinitely until Imperator Mar'gok melee attacks a different target.[Mark of Chaos] will inflict damage to allies within 35 yards when it expires.Imperator Mar'gok will periodically summon Arcane Aberrations.

Phase 1: Might of the Crown

Arcane Wrath: Imperator Mar'gok blasts a random player with Arcane energy, branding them for 4 sec.When Branded expires it inflicts 61750 to 68250 Arcane damage to the wearer and jumps to their closest ally within 200 yards.Each time Arcane Wrath jumps, its damage increases by 25% and range decreases by 50%.

Destructive Resonance: Imperator Mar'gok summons an Arcane mine that persists for 1 minute.If triggered, Destructive Resonance inflicts 84000 Arcane damage to all players. In addition, this effect inflicts 186200 to 205800 Arcane damage to the player that triggered it, increasing their Arcane damage taken by 45% for 1 min and stunning them for 1.50 sec whenever they take Arcane damage.

Arcane Wrath: Displacement: In addition to Arcane Wrath's normal effects, Branded Players are unable to move more than 10 yards from the location they were marked. Attempting to leave the marked area will teleport the player back to the location they were originally marked.

Mark of Chaos: Replication: In addition to Mark of Chaos' normal effects, 8 Orbs of Chaos are conjured when Mark of Chaos expires. Each orb flies out from the wearer and inflicts 190000 to 210000 Arcane damage to all players that they move through.

Force Nova: Replication: In addition to Force Nova's normal effects, players who are damaged by Force Nova will inflict 33250 to 36750 Arcane damage to their allies within 5 yards.

This foundry was the ancestral home of the Blackrock orcs, wherein master smiths smelted and worked the impossibly hard ore that is the clan's namesake. Now, massive giants captured and broken by the Thunderlord heat the great forges, flamebenders of the Burning Blade imbue the ore with an inner fire, and engineers shape the slag according to otherworldly schematics. Warlord Blackhand's foundry is the center of the Iron Horde's military might, churning out the weaponry that will be used to raze Azeroth.

Gruul

Garrosh knew that the surest path to breaking the gronn lay in subjugating their great father, Gruul. Known in another time as the Dragonkiller, here Gruul has been reduced to the role of menial laborer. In a cruel mockery of the Shattered Hand's warrior tradition, his hand has been replaced with a hook to enable him to more easily haul pallets of fuel to the furnace.

Damage Dealers:If afflicted by [Petrify], stay away from allies to avoid collateral damage when [Shatter] occurs.Players must stand in close proximity to one another in order to share the damage from [Inferno Slice].

Healers:If afflicted by [Petrify], stay away from allies to avoid collateral damage when [Shatter] occurs.Players must stand in close proximity to one another in order to share the damage from [Inferno Slice].

Crumbling Roar: The ceiling cracks and crumbles, caving in over players for 78000 to 82000 Physical damage every second.

Overwhelming Blows: Inflicts 292500 to 307500 Physical damage to enemies within 10 yards. Also increases damage taken from Overwhelming blows by 5% per application.

Flare: Inflicts 97500 to 102500 Fire damage to players within the blast, and hurls a fiery Flare into the distance.This Flare inflicts 97500 to 102500 Fire damage to those it passes through and increases their Fire damage taken by 20%. (Mythic)

Petrify: Inflicts 39000 to 41000 Nature damage to enemies, knocking them in a random direction and beginning the process of petrification.Players turn to stone over time, eventually shattered by Gruul's mighty roar, causing players to inflict 39000 to 41000 Nature damage to all allies within 8 yards.

Shatter: Your petrify shatters for 39000 to 41000 Nature damage to all allies within 8 yards.

Overhead Smash: Slams the ground inflicting 243750 to 256250 Nature damage to all enemies in a line in front of the caster.

World Shaking: Gruul, blinded with rage, increases his haste by 50% and repeatedly slams the ground in fury.

Oregorger

The storehouses of the Blackrock Foundry, laden with heaps and pallets of unprocessed Blackrock ore, represent a grand banquet feast for the ravenous rock-eating goren who have burrowed into the chamber. Oregorger is by far the largest of the invaders, gluttony swelling his frame far beyond the size of any goren previously seen in Draenor.

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Heroic

Mythic

Raid Finder

Overview: Oregorger draws upon his reserves of Blackrock Ore to attack his enemies. When he has spent all his Blackrock Ore, he begins rampaging around in search of new Blackrock Ore to replenish himself. Once Oregorger is sated, he stops rolling and returns to fighting.

Damage Dealers:Interrupt [Blackrock Barrage] to prevent raidwide damage and slow Oregorger's consumption of Blackrock Ore.Breaking open Ore Crates during Feeding Frenzy will leave Blackrock Ore on the ground for Oregorger to consume.

Healers:Shielding and using damage mitigating abilities on the closest target of [Acid Torrent] can decrease the damage dealt to rest of the targets.

Tanks:Position yourself to be closest in the [Acid Torrent] cone and use damage mitigating abilities to decrease the damage dealt to others.Quickly regain threat after Oregorger leaves his Feeding Frenzy.

Satiated Slaughter:When sated, Oregorger draws upon his Ore reserve to unleash powerful attacks against his enemies.

Acid Torrent: Sprays a cone of acid at a ranged target, inflicting 665000 to 735000 Physical damage to the closest target and increases the damage Acid Torrent deals by 665000 to 735000 for 20 sec. All other targets take 270000 Nature damage reduced by the closest target's total damage mitigation.

Retched Blackrock: Regurgitates blackrock ore at a target, leaving a pool of acid that inflicts Nature damage every 1.5 sec.

Unstable Slag Explosion: Unstable Slag explodes sending waves of fire in all directions that inflict 71250 to 78750 Fire damage. These waves of fire will detonate other unstable slag it hits. (Mythic)

Beastlord Darmac

As a young orc, Darmac quickly rose through the ranks of the Thunderlord as a gifted trainer of beasts. Where others only saw animal instincts, he recognized intellect and drew forth untapped potential from brain and muscle and bone. When the Iron Horde demanded his service, Darmac saw no greater honor than to outfit and train the most savage beasts Draenor had to offer.

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Heroic

Mythic

Raid Finder

Overview: Beastlord Darmac begins the encounter fighting on foot amongst some of the fiercest beasts that the Iron Horde has tamed.Upon reaching 85% health, Beastlord Darmac leaps onto the back of the nearest Prime Beast to continue the fight. When that Beast is killed, Darmac absorbs a piece of its essence, gaining new abilities.With each additional 20% health lost, Darmac will seek out a new Beast to ride.

Rend and Tear: Leaps to a target, causing enemies within 7 yards to bleed for 21730 Physical damage every 3 sec. and increasing damage taken from Rend and Tear by 10% for 30 sec.Cruelfang then leaps back, inflicting the same bleed when landing.

Cunning of the Wolf: Increases attack speed by 35% for all other allies within 30 yards.Grants usage of Rend and Tear while dismounted.

Rend and Tear: Leaps to a target, causing enemies within 7 yards to bleed for 26076 Physical damage every 3 sec. and increasing damage taken from Rend and Tear by 10% for 30 sec.Darmac then leaps back, inflicting the same bleed when landing.

Spirit of the Rylak: Imbues Pin Down and Call the Pack with elemental fire.Grants usage of Superheated Shrapnel while dismounted.

Superheated Shrapnel: Inflicts 65373 to 75975 Fire damage instantly and another 12165 Fire damage every 3 sec. to enemies caught in the blast.

Unsteady: Gathering power bursts forth, inflicting 11759 to 12997 Physical damage to all enemies and slowing their movement speed by 50% for 3 sec.

Flamebender Ka'graz

Under the banner of the Iron Horde, Blackhand has enlisted Flamebender Ka'graz of the Burning Blade to imbue the Blackrock-forged armaments with the essence of flame. Along with her assistant Aknor Steelbringer, Ka'graz toils before an everburning forge in support of the Iron Horde's conquest of Draenor.

Normal

Heroic

Mythic

Raid Finder

Overview: Flamebender Ka'graz gains energy over time, unlocking new abilities at given thresholds. At 100 energy, Ka'graz channels a Firestorm, fully consuming her energy and beginning the cycle anew.

Firestorm: Inflicts 17550 to 18450 Fire damage to all enemies every 0.5 sec. for 12 sec. Each Cinder Wolf alive when the channel begins also inflicts 17550 to 18450 Fire damage to all enemies every 0.5 sec. Granted at 100 Molten Energy.

Magma Monsoon: Firestorm creates motes of lava that coalesce into molten orbs that rain down every 2 sec. for 30 sec., inflicting 69375 to 80625 Fire damage to all enemies within 3 yards of the impact.

Flamefury: Consuming all of Flamebender Ka'graz's Molten Energy she empowers her blade to inflict Rising Flames for 50 sec.

Lava Slash: Inflicts 78487 to 82513 Fire damage to all targets within 7 yards of the impact and leaves behind an area of flame that inflicts 50000 Fire damage to any enemy standing in the flames.In addition, any player within 6 yards of the eruption is also targeted with a Lava Slash.

Devastating Slam: Inflicts 219375 to 230625 Physical damage to all enemies in a frontal cone 15 yards in front of the caster.

Drop the Hammer: Aknor leaps towards a random player and slams his hammer down inflicting 100000 Physical damage to anyone within 10 yards of the impact and knocking them back.

Hans'gar and Franzok

Hans'gar and Franzok are twin brothers raised and trained as masterful brawlers of their clan. Both carved paths of glory as warriors, but destiny had other plans. The brothers, each unwilling to slay the other in the rite of mak'gora, were banished from their clan and left for dead. They survived as outcasts in the savage wilds of Draenor, and when the Iron Horde called, these powerful warriors found a new home in the massive war machine.

Normal

Heroic

Mythic

Raid Finder

Overview: The battle against Hans'gar and Franzok takes place amidst an operational Blackrock assembly line.At fixed health thresholds, one of the twin orcs jumps out of the fight space to activate the factory machinery, enabling the conveyor belts that bear plates of molten Blackrock ore, or massive presses that stamp down from overhead.

Damage Dealers:Franzok's [Disrupting Roar] interrupts spellcasting, and is performed more quickly as he gains Rage.Hans'gar and Franzok are [Bound by Blood] and share a single effective health pool.

Healers:When either Hans'gar or Franzok land they cause [Aftershocks] that deal raid-wide damage.Franzok's [Disrupting Roar] interrupts casting, and is performed more quickly as he gains Rage.When either Hans'gar or Franzok leaves the fight space, they will pick up both tanks and [Crippling Suplex] them together for high Physical damage.

Tanks:When either Hans'gar or Franzok leaves the fight space, they will pick up both tanks and [Crippling Suplex] them together for high Physical damage.When Hans'gar and Franzok land from jumping they will inflict [Shattered Vertebrae], which increases damage taken with each application in an area around them.

Environmental Threats:The battle takes place admist an active Blackrock processing line, which poses many dangers to the unaware player.

Pumped Up: When Hans'gar or Franzok take damage, they gain increasing amounts of Rage.As their Rage increases, Pumped Up increases in power and they inflict more melee damage, increase the hammers thrown by Skullcracker, reduce the cast time of Disrupting Roar, and increase the number of jumps performed during Body Slam.

Bound by Blood: Hans'gar and Franzok are bound by blood, and share health.

Crippling Suplex: Picks up an enemy and smashes them against his highest threat target, dealing Physical damage equal to the maximum health of the picked up enemy.

Pumped Up: When Hans'gar or Franzok take damage, they gain increasing amounts of Rage.As their Rage increases, Pumped Up increases in power and they inflict more melee damage, increase the hammers thrown by Skullcracker, reduce the cast time of Disrupting Roar, and increase the number of jumps performed by Jump Slam.

Operator Thogar

Known more for his cruelty and cleverness than for brute strength, Thogar oversees the operation of the Grimrail. From the Foundry's depot, he coordinates the ongoing ground battle against the draenei in Talador, with entire batallions of troops and artillery at his beck and call.

Normal

Heroic

Mythic

Raid Finder

Overview: Trains periodically pass through the encounter area, dropping off troops or providing support for Operator Thogar.

Cauterizing Bolt: Cauterizes the wounds of a target and allies within 5 yards, immediately inflicting 20% of their total health in damage, then restoring up to 30% of their total health over 10 sec. A greater majority of this healing occurs quickly.

Delayed Siege Bomb: Fires a series of bombs at a target, each inflicting 97500 to 102500 Physical damage and knocking back targets within 4.5 yards.These bombs embed themselves in the ground. After 30 sec, these explosives detonate, inflicting 170625 to 179375 Fire damage to targets within 15 yards.

OBLITERATION: Fires an overloaded mortar shell into the air, raining fire onto the ground below for 20 sec. These patches of flame inflict 15000 Fire damage every second for 12 sec. This effect stacks.

Heat Blast: Attempts to destroy a forest growing precariously near the tracks, spouting a column of flame in the general direction. Inflicts 12000 Fire damage every second for 15 sec. This effect stacks.

The Blast Furnace

The Blackrock clan's unique ability to smelt the black ore, a substance so dense that ordinary flame does not even soften it, has always been their most closely-guarded secret. Deep within the Foundry, their furnace contains a primal force as old as Draenor itself, raging within the confines of its prison as it emanates a preternatural heat.

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Heroic

Mythic

Raid Finder

Overview: The objective of this encounter is to destroy the Foundry's massive furnace. Players must first disable the Blast Furnace's Heat Regulators, which will release the Heart of the Mountain, a blazing fire Fury that powers the furnace. Primal Elementalists then join the fight and channel beams to control the raging Fury. Once the Primal Elementalists have fallen, the Heart of the Mountain is unleashed and must be dealt with directly.

Healers:Players in the vicinity of Foreman Feldspar suffer Fire damage as long as they are close to him.Foreman Feldspar targets random players with his [Pyroclasm] ability.Every time the Heart of the Mountain reaches 100 Energy, he will cast [Blast].Slag Elementals pick targets at random to fixate on and attack.

Tanks:Position Security Guards so they cannot protect nearby allies with their [Defense] ability.Slag Elementals fixate on random players, and cannot be taunted.Firecallers will heal their allies for a significant amount.When facing the Heart of the Mountain, take turns tanking in order to manage your stacks of [Tempered] and [Heat].

Melt Armor: The caster lashes forward with their molten gauntlets, inflicting 55500 to 64500 Fire damage and melting the victim's armor.Further instances of this attack received within 30 sec inflict 30% more damage.

Tempered: Exposure to Heat from the Heart of the Mountain's attacks gradually increases damage taken from Heat. Tempered will only increase its efficacy when exposed to greater Heat levels than your current Tempered level and any time Heat is initially applied to you.

Heat: Heats up the victim's arms and armor. This heat inflicts 20000 Fire damage every second for each application and is increased by the victim's Tempered level.

Melt: The caster heats the floor under a random enemy. Players entering the affected area suffer 50000 Fire damage every second.

Blast: The Blast Furnace periodically unleashes a burst of heat upon the whole room. All players suffer 74000 to 86000 Fire damage.

Cooling Down: When the Heart of the Mountain exits the Blast Furnace it loses heat. (Raid Finder, Heroic, Normal)

Slag Pool: The Slag Pool continues to heat up the Heart of the Mountain as long as it remains in the area. (Mythic)

Electrocution: The caster fires a bolt of electricity at a random enemy that inflicts 29250 to 30750 Nature damage. The electricity will jump to up to 2 other targets within 5 yards of the initial target.

Repair: The caster attempts to repair a nearby Heat Regulator for 2% of its maximum health.

Bomb: The caster attaches bombs to random enemies. After 15 sec the bombs will detonate.

Drop Lit Bombs: The caster drops their sack of bombs. The force of dropping to the ground causes them all to arm; they will explode shortly after being picked up. If all the bombs are taken out of the sack, the sack will dissappear. Otherwise the sack will explode after 15 sec. (Mythic, Heroic, Normal)

Slag Elemental: Slag Elementals will go Dormant and remove the Damage Shield of any nearby Primal Elementalist when they are reduced to 1 hitpoint. While Dormant, the Fury's Blasts will restore 20 Energy. When the Slag Elemental reaches 100 Energy they will revive.

Burn: The caster inflicts 27750 to 32250 Fire damage to their current target.

Fixate: Slag Elementals fixate on a random target, focusing their spells on the victim.

Slag Bomb: Upon reaching zero health remaining, the Slag Elemental explodes for 92500 to 107500 Fire damage to all enemies within 8 yards and goes Dormant.

Cauterize: The caster seals the target's wounds with flames, cauterizing them and healing the target for 10% of their maximum health.Players healed in this way are healed for 1/10th this value.

Lava Burst: The caster hurls a massive glob of lava at a random target for 50875 to 59125 Fire damage.

Volatile Fire: Afflicts random enemies with a seed of Volatile Fire that will explode after 8 sec. When the seed explodes, it inflicts 92500 to 107500 Fire damage to all enemies within 8 yards of the explosion.

Erupt: The caster causes lava underneath the target Slag Elemental to rise up out of the ground, heating them up. The Slag Elemental is energized to full.

Kromog

The magnaron are mysterious in their ways, ancient and inscrutable. Miners excavating an expansion to the Foundry, in support of the Iron Horde's massive production needs, were horrified to unearth a chamber containing a living magnaron. To their astonishment, Kromog began to assist in their endeavors, and now uses his massive stone fists to hammer out the gigantic plates needed for the Iron Horde's dreadnaughts and siege machinery.

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Heroic

Mythic

Raid Finder

Overview: The massive magnaron Kromog stands immobile overlooking a ledge as he assaults players with his fists and the very stone beneath them. Many of Kromog's mighty attacks create [Reverberations], and at 30% remaining health, Kromog gains the effect of [Frenzy].

Tanks:Allow yourself to be gripped by a hand created by [Rune of the Grasping Hand] in order to avoid critical damage from [Thundering Blows].Kromog's [Slam] ability deals less damage the farther away players are from his fists when they slam onto the ground.Kromog's normal attacks must be shared by up to 2 targets due to his [Fists of Stone].

Warped Armor: Inflicts Physical damage and reduces the movement speed of the target by 15%. Also increases physical damage taken by 30%. This effect stacks up to 5 times.

Stone Breath: Deals 24375 to 25625 Nature damage to all enemies every second.If there are no valid targets in melee range, Kromog will continue to breathe until he finds one.

Fists of Stone: Inflicts 536250 to 563750 Physical damage split evenly between enemies, up to 2 targets within 15 yards.

Slam: Deals 500000 Physical damage, scaling based on how close the target is to the caster.

Rippling Smash: Kromog smashes the ground violently, causing a cascading eruption that inflicts 214500 to 225500 Nature damage to those within its wake.

Rune of the Grasping Hand: Kromog places a mighty palm on the ground, summoning the very stone from the earth. Fists of stone grasp at players, inflicting 7800 to 8200 Nature damage per second, but shielding them from Physical damage and holding them to the ground. The damage increases over time.

Thundering Blows: Kromog smashes his fists repeatedly, inflicting 97500 to 102500 Physical damage to all players every second, knocking them high into the air.

Rune of Crushing Earth: Kromog bends the earth to form two outstretched hands. These hands will slam together, inflicting 195000 to 205000 Nature damage to enemies on contact, stunning them for 5 sec.

Reverberations: The clamorous impact of Kromog's fists causes sound reverberations to amass, inflicting 97500 to 102500 Sonic damage to enemies with which they come into contact and dissipate.

Frenzy: Damage increased by 20%.Attack Speed increased by 20%.Abilities are cast more frequently.

Rune of the Stone Geyser: Kromog channels the earth, causing massive pillars to erupt for 146250 to 153750 Nature damage. These pillars will recede back into the earth unless shattered. (Mythic)

Call of the Mountain: Inflicts 1170000 to 1230000 Physical damage to enemies within line of sight. (Mythic)

The Iron Maidens

With little opportunity to exercise her tactical brilliance under the ancient social structure of the orc clans, Gar'an was thrilled to be one of the first warriors to volunteer for naval duty under the Iron Horde. Instantly successful in battle, she was named Admiral of the Iron Horde fleet and selected Marak and Sorka as her lieutenants. Together, they are called the Iron Maidens, and have crushed any who have dared face them in battle.

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Heroic

Mythic

Raid Finder

Overview: The Iron Maidens periodically gain Iron Fury. As the Maidens gain Iron Fury, they gain new abilities. Periodically, one of the Maidens will move to bombard players from the Dreadnaught's main cannon. A team of players must use loading chains to get to the deck of the boat, defeat the Deckhand stationed there, and sabotage the ammunition of the main cannon before it finishes [Warming Up].Whenever one of the Maidens reaches 20% health, they will all activate [Iron Will]. Players must then quickly defeat them before being overwhelmed.

Damage Dealers:[Blade Dash] can be deadly - avoid standing close to other players if you are battling Sorka.Intercept Garan's [Penetrating Shot] to save the targeted player.

Healers:Players who fail to avoid the [Detonation Sequence] from bombs fired by the Dreadnaught's main cannon will take heavy damage.While [Sanguine Strikes], is active, the raid while take heavy Shadow damage.Ensure players targeted by [Dark Hunt] are not low on health when it expires.

Tanks:Move between Marak and the target of her [Blood Ritual] to intercept the effect of [Crystalized Blood].Minimize damage taken by Marak's melee strikes while [Sanguine Strikes] is active.Pursue Sorka or Marak when they board the Dreadnaught to bombard the docks.

The Iron Maidens

Iron Will: The Iron Maidens are bound together with Iron Will - whenever any of them is critically low on health, they will all rise to 100 Iron Fury. Every 20 seconds thereafter their damage dealt will increase by 10%.

Iron Shot: Admiral Gar'an fires a shot from her rifle at a random player, inflicting 64750 to 75250 Physical damage.

Rapid Fire: Admiral Gar'an readies her rifle and tracks a player, firing a barrage of high-explosive rounds. Each round inflicts 111000 to 129000 Fire damage to players within 5 yards of the impact location.

Incendiary Device: Admiral Gar'an lobs an incendiary device near a player. If the device touches the ground, it will detonate, inflicting 100000 Fire damage to all players instantly, and dealing an additional 40000 damage to all players every sec. for 10 sec.If a player is under the device when it lands, however, they will catch it. The player who catches the device will suffer 30000 Fire damage every sec. for 10 sec. After that time, the device will become too hot to hold and they will toss it away, repeating the process.Each subsequent player who catches the device will take less damage until the device cools completely, rendering it harmless.Gar'an gains this ability at 25 Iron Fury. (Mythic)

Penetrating Shot: Gar'an lines up a Penetrating Shot at the vitals of her target, inflicting 500000 Physical damage to the target after 6 sec.Players can move between her and her target, disrupting her aim causing the damage inflicted to be split among all intercepting players and the target.Gar'an gains this ability at 50 Iron Fury.

Deploy Turret: Gar'an deploys an automated Dominator Turret, which fires a series of blasts in a circular pattern. Dominator Blasts inflict 35000 Fire damage every 1 sec. for 8 sec to any players they come into contact with. This effect stacks.Gar'an gains this ability at 75 Iron Fury.

Blade Dash: Sorka dashes to a targeted player, slicing through them. She countinues to dash through all targets within 8 yards of each target hit before returning to her primary target.After she completes her dash, the first affected player suffers 92500 to 107500 Physical damage, with the amount increasing to each additional target. A Swirling Vortex also forms and follows the path of her dash.

Swirling Vortex: Sorka creates a vortex of wind that follows in the path of her Blade Dash. Players who are hit by a swirling vortex take 41625 to 48375 Nature damage and are stunned for 1.50 sec secs.

Sorka's Prey: Sorka marks targets affected by her Blade Dash, making them her prey. They become preferred targets for Blade Dash, and their damage taken from Blade Dash is increased by 400%. (Mythic)

Convulsive Shadows: Enforcer Sorka throws a shadow-infused weapon at a player, afflicting them with 5 stacks of an uncontrollable shadow plague.Players take 20000 Shadow damage per stack every 2 sec. while afflicted with Convulsive Shadows. When Convulsive Shadows deals damage, a stack is removed and a player creates a pool of Lingering Shadow nearby. Any players who enter the pool begin to gain stacks of Convulsive Shadows.When dispelled, Convulsive Shadows inflicts 40,000 Shadow damage per stack to the dispelled player.Sorka gains this ability at 25 Iron Fury. (Mythic)

Impale: Enforcer Sorka launches the chained harpoon attached to her arm at a player, impaling them and inflicting 111000 to 129000 Physical damage. She then pulls them towards her, steps through the shadows behind them, and kicks them, knocking them in the opposite direction she pulled them from.Sorka gains this ability at 50 Iron Fury.

Blood Ritual: Marak begins to channel a dark ritual, drawing the blood from her target and corrupting it. When the ritual is completed, she condenses the blood into Crystallized Blood, launching the crystal at the closest player in front of her and inflicting 277500 to 322500 Physical damage. She also unleashes a spray of corrupted blood in a cone in front of her, inflicting 92500 to 107500 Shadow damage to all players in the area.

Marak's Bloodcalling: Marak's blood magic takes hold in players affected by Blood Ritual, making them preferred targets for future Blood Rituals and increasing their damage taken from Blood Ritual by 400%. (Mythic)

Whirl of Blood: Marak the Blooded spins in a violent fury, turning the wind around her into cutting blades. Every 1 sec., She strikes players within 8 yds. with Bloody Vortex, inflicting 1000000 Physical damage, divided among the players. Every 1 sec., Marak slashes players outside of that range but within 45 yds. with Plagued Blood, inflicting 50000 Nature damage to each player.Marak gains this ability at 25 Iron Fury. (Mythic)

Boomerang Axe Barrage: Marak the Blooded marks three players, after which she throws a blood-magic infused axe at the closest of those players. It then from that player to the marked player closest to them, and finally to the last marked player.Players hit by the axe suffer up to 400000 Physical damage. The damage decreases the further the target is from the previous target or Marak.A Volatile Blood Orb is also created at the location of each target hit. The orb periodically erupts in a Volatile Bloodbath, damaging players.Marak gains this ability at 50 Iron Fury.

Volatile Bloodbath: A Volatile Blood Orb erupts in a bath of corrupted blood magic, inflicting up to 27750 to 32250 Shadow damage to all players on the dock. Players further from the Volatile Blood Orb take less damage.

Sanguine Strikes: Marak the Blooded's melee attacks become so powerful as to corrupt the life essence of her target, causing their blood to erupt, duplicating a portion of damage dealt to her primary target to all players as Shadow damage.Marak gains this ability at 75 Iron Fury.

The Dreadnaught:When one of the Maidens mans the Dreadnaught's main gun, a group of players must use the loading chains to travel to the Dreadnaught and defeat that Maiden's deckhand before the Maiden completes the warmup sequence of the main gun.While the gun is warming up, the main cannon will barrage the docks with bombs, which players who remain on the docks must avoid.

Bombardment Pattern: Alpha: One of the Maidens fires a barrage of bombs with the main cannon of the ship towards the dock.When the bombs land, they inflict 74000 to 86000 Fire damage to nearby players, knocking them back.After landing, the bombs begin a Detonation Sequence. When the sequence completes, the bombs detonate, inflicting 150000 Fire damage to nearby players.

Bombardment Pattern: Omega: After the initial barrage, the main cannon fires a much larger burst of bombs towards the dock.When the bombs land, they inflict 74000 to 86000 Fire damage to nearby players, knocking them back.After landing, the bombs begin a Detonation Sequence. When the sequence completes, the bombs detonate, inflicting 150000 Fire damage to nearby players.

Blood Corruption Aura: Uk'urogg has been twisted by Marak's dark blood magic, such that he radiates foul energy.

This energy causes all players on the Dreadnaught while he is alive to periodically create pools of Blood Corruption underneath them.

Corrupted Blood: A pool of corrupted blood lingers on the ground, inflicting 120000 Shadow damage every 2 sec to any players who stand in it.

Blackhand

A ruthless tyrant and fierce warrior, Blackhand is Warlord of the Blackrock clan, second only to Grommash in stature within the Iron Horde. Bathed in sweltering heat that few other mortals could withstand, Blackhand oversees the operations of his Foundry from atop its Crucible, wielding his smoldering slag hammer to forge weapons of peerless quality.

Overview: Upon reaching 70% and 30% health, Blackhand causes the floor beneath the players to give out, falling to a lower level of the tower and changing the environmental hazards that he brings to bear to destroy his foes.

Damage Dealers:During the initial phase, stay far from [Massive Demolition]'s impact point, and take shelter behind Debris Piles if you are [Marked for Death].Once falling to the second level, defeat Siegemakers and Iron Soldiers.On the third level, avoid being knocked off by [Impaling Throw].

Healers:During the initial phase, stay far from [Massive Demolition]'s impact point, and take shelter behind Debris Piles if you are [Marked for Death].Once falling to the second level, Iron Soldiers will fire at players, inflicting raid damage.On the third level players hit with [Impaling Throw] and Slag Bombs require significant healing.

Tanks:During the initial phase, Blackhand will knock his primary target into the Molten Slag.On the second level, Iron Soldiers spawn on the balcony above and must be killed.On the third level, [Shattering Smash] causes large Slag Craters that must be avoided.

Stage One: The Blackrock Forge:Blackhand pours Molten Slag into the moulding of the room, the slag slowly encoaches on players as the phase progresses.

Molten Slag: The Molten Slag will destroy any Slag Bombs or Debris Piles it comes in contact with. Inflicts 9750 to 10250 Fire damage every 0.5 sec while standing in the Molten Slag. Damage from Molten Slag increases by 50% every 0.5 sec. Stacks.

Demolition: Blackhand throws his hammer at the ceiling, causing Demolition and Massive Demolition to occur. Demolition inflicts 20000 Physical damage to all enemies within 12 yards. The damage inflicted is decreases the farther away an enemy is from the impact point.

Massive Demolition: Massive Demolition inflicts 300000 Physical damage to all enemies and creates a Debris Pile at the location. The damage is decreases the farther away an enemy is from the impact point.

Debris Pile: Debris Pile are created from the Massive Demolition. Debris Piles will be destroyed by Molten Slag or when an Impaling Throw impacts with it.

Marked for Death: Blackhand marks a target for death. After 5 sec Blackhand will cast Impaling Throw at the target. Impaling Throw impacts the first object it hits. Marked targets move speed is increased by 30%.

Explosive Rounds: Fires an Explosive Round at the target inflicting 24375 to 25625 Fire damage to enemies within 6 yards.

Marked for Death: Blackhand marks a target for death. After 5 sec Blackhand will cast Impaling Throw at the target. Impaling Throw impacts the first object it hits. Marked targets move speed is increased by 30%.

Marked for Death: Blackhand marks a target for death. After 5 sec Blackhand will cast Impaling Throw at the target. While on the Iron Crucible Blackhand is empowered and Impaling Throw impacts all targets in a line.

Impaling Throw: Inflicts 97500 to 102500 Physical damage, ignoring armor and knocking the target back and causing Impaled, inflicting 50000 Physical damage every 3 sec for 30 sec. While on the Iron Crucible Blackhand is empowered and Impaling Throw impacts all targets in a line.

Commentaires

Commentaire de Mitaicnu

Looks like the 2 "movie" files are not posting properly for the article. Keep up the good work on the info and site improvements.

Mit

Commentaire de perculia

on 2014-09-03T10:13:05-05:00

The sound files require specific browsers to play--which are you using?

Commentaire de Rawrrior

on 2014-09-03T10:15:23-05:00

Hearthstone tribute items..

Oh my goodness I wonder if they are trying to implement a way to play Hearthstone against others in WoW! That would be fantastic while waiting on queues to pop!

Fingers crossed that it can happen one day

Commentaire de tmptfate

on 2014-09-03T10:28:21-05:00

Why is there no "Toys" database tab in Wowhead yet? =(

Commentaire de perculia

on 2014-09-03T10:30:35-05:00

We've had a Toy filter for a while which can be accessed via Quick Facts on all Toy pages. We're interested in doing more but refining Garrisons and the item bonus stuff has been our recent focus. That stuff should hopefully be wrapped up pretty soon though.

Also this isn't totally related--but since I remember you talking about the BMAH before in a comment...we've been adding WoD BMAH loot via the addon to our filters, and you've mentioned doing a lot of beta client uploads before, so if you want to keep checking back there for updates, that would help us a ton!

Commentaire de Crackbone333

on 2014-09-03T10:39:05-05:00

I would certainly love more Hearthstone "achievements" to be translated into some pets, titles, mounts in WoW, after all the game is called Heroes of Warcraft for a reason

Commentaire de Mitaicnu

on 2014-09-03T10:49:48-05:00

IE 11... (ducks for cover) :-)

Been seriously thinking of moving to a different browser though...

Commentaire de jamescamille

on 2014-09-03T10:52:57-05:00

The stat squish seems fine to me. MoP stats are in the thousands, I don't see what everyone is complaining about.

Commentaire de Helldozer01

on 2014-09-03T10:58:00-05:00

It looks like Kargath and Gruul share nearly, if not their entire loot tables. Wonder if this is intended or not.

Commentaire de perculia

on 2014-09-03T11:02:57-05:00

It's probably not intended--I confirmed that the in-game dungeon journal shows the same info, so it's not a bug on our end.

Commentaire de Sinistor

on 2014-09-03T11:11:02-05:00

Why are you unable to unselect item bonuses? I can only view heroic and mythic item versions unless I change the url.

Commentaire de Hollay

on 2014-09-03T11:15:38-05:00

Chrome ._.

Commentaire de perculia

on 2014-09-03T11:18:51-05:00

The item bonus data is a WIP on Blizzard's end. If they continue to use the base version, vs making a bonus for normal-mode raid items, we'll add a "no bonus" option and rename it to "Normal" so it makes more sense.

Commentaire de Mitaicnu

on 2014-09-03T12:42:48-05:00

I've been thinking about Chrome but hadn't changed because IE was working fine till recently.. ie the last 6 months or so. Seems to keep stalling or crashing on loading sites, including WoWHead. Maybe I will take the plunge finally.

Commentaire de matheus314

on 2014-09-03T13:30:23-05:00

I wonder if there'll be any items that drop from Kargath, Gruul and Blackhand that will be tributes to Outland items who drop from those same bosses...

Commentaire de CalaelenDT

on 2014-09-03T13:36:07-05:00

Any news on new rewards for the Brawler's Guild in WoD, or will there be no reason for current Rank 10 players to redo the fights?

Commentaire de CaptainScrapple

on 2014-09-03T13:45:15-05:00

Really sucks that Hearthstone in WoW hasn't been implemented sooner. But I wouldn't think that it'd be that hard to code. Both players right-click on the board and/or seats at Hearthstone table, dialogue box pops up saying "Do you wish to challenge XxXN1GHT51R0@XxX to a hand?" Hearthstone boots in another window.

Or I could be talking out of my ass with my zero experience in coding.

Commentaire de regma

on 2014-09-03T14:27:56-05:00

Didnt realize that the Hearthstone board was that heavy when you "throw" it down. lol

Commentaire de SteveZombie

on 2014-09-03T15:39:12-05:00

I wonder if there'll be any items that drop from Kargath, Gruul and Blackhand that will be tributes to Outland items who drop from those same bosses...

WTB updated Bladefist!

Commentaire de BernySinara

on 2014-09-03T15:42:31-05:00

I wonder if they gonna put hearthstone game in wow :D so u can duel ppls something similar like Pet battles :)